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Mr. R

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  1. So first up the new Lord Mocker

     

     

    Quote

    2023 Hero New Crushers 1 Lord Mocker

    Val Char Cost Roll Notes
    20 STR 10 13- Lift 400.0kg; 4d6 [2]
    21 DEX 33 13- OCV: 7/DCV: 7
    30 CON 40 15-
    15 BODY 10 12-
    20 INT 10 13- PER Roll 13-
    12 EGO 4 11- ECV: 4
    20 PRE 10 13- PRE Attack: 4d6
    8 COM -1 11-

    8+18 PD 4 Total: 8/26 PD (8/26 rPD)
    8+18 ED 2 Total: 8/26 ED (8/26 rED)
    5 SPD 19 Phases: 3, 5, 8, 10, 12
    10 REC 0
    60 END 0
    40 STUN 0 Total Characteristic Cost: 141

    Movement: Running: 6"/12"
    Flight: 20"/40"
    Leaping: 4"/8"
    Swimming: 2"/4"

    Cost Powers END
    8 Android Body: Damage Resistance (8 PD/8 ED)
    10 Android Mind: Mental Defense (12 points total)
    16 Android Body: Life Support (Eating: Character does not eat; Self-Contained Breathing; Sleeping: Character does not sleep)
    3 Ultrasonic Perception (Hearing Group)

    80 Multipower, 80-point reserve
    7u 1) Sonic Blast: Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3
    7u 2) Sonic Stunner: Energy Blast 6d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (67 Active Points) 3
    5u 3) Super Ventriloquist: Hearing Group Images Increased Size (32" radius; +1 ¼), +/-4 to PER Rolls, Alterable Size, Reduced Endurance (½ END; +¼) (55 Active Points) 2

    25 Elemental Control, 50-point powers
    29 1) Sonic Shield: Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)
    25 2) Sonic flying: Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2


    Perks
    5 Favor
    4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

    Talents
    3 Absolute Time Sense
    3 Bump Of Direction
    3 Lightning Calculator
    5 Eidetic Memory
    4 Speed Reading (x10)

    Skills
    3 Bugging 13-
    3 Computer Programming 13-
    3 Criminology 13-
    3 Electronics 13-
    3 Lockpicking 13-
    3 Mechanics 13-
    3 Persuasion 13-
    3 Tactics 13-
    3 Teamwork 13-
    3 PS: Appraise 13-
    3 Ventriloquism 13-
    3 Mimicry 13-
    3 Security Systems 13-
    3 Stealth 13-
    3 Systems Operation 13-
    5 Cramming
    5 Cramming
    5 Cramming
    5 Cramming
    8 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Helicopters, Large Planes, Small Motorized Boats, Small Planes, Two-Wheeled Motorized Ground Vehicles
    20 +2 Overall

    Total Powers & Skill Cost: 335
    Total Cost: 476

    200+ Disadvantages
    10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20 Hunted: Until 8- (Mo Pow; NCI; Capture)
    20 Psychological Limitation: Callous (Very Common; Strong)
    15 Psychological Limitation: Greedy (Common; Strong)
    20 Physical Limitation: Can only heal 50% Rest must be repaired (All the Time; Greatly Impairing)
    10 Unluck: 2d6
    181 Experience Points

    Total Disadvantage Points: 476
    Earned Experience: 0
    Spent Experience: 181
    Unspent Experience: 0

    Background/History:
    Mark R was originally built as an exploration unit. But when his personality came out as sarcastic and callous, they sought to shut him down. He took exception to this and killed his makers and fled into the night. Soon he was leading raids into high tech facilities in order to keep himself repaired. Soon he was leading a large team called the Crushers. But though they were large, the team was underpowered and a string of defeats ensued. This culminated in a battle against a small but powerful team of heroes where he was sent into a power grid and overloaded. And so it was that he was placed on display for years, then placed in storage. But eventually an emergency power source kicked in and he was revived. Now Mocker, no Lord Mocker, will be back in action. And this time the crushers will be a bit stronger!

    Personality/Motivation:
    Self preservation. Mocker needs funds and equipment in order to keep himself functional. Also he is callous to anything that interferes with that self preservation.

    Quote:

    Powers/Tactics:
    Mocker is a sophisticated android with an extremely strong and durable frame. In addition he has a sonic emitter installed that allows him to fire bursts of sonic energy that can knock people out, or seriously damage them. He can also use it as a super ventriloquism, throwing voices and sound effects across a wide area. He can also set up a sonic screen for personal protection.

    In his recent upgrade he added a flight module to his repertoire. This allows him to get into better positions with which to attack his enemies!

    Campaign Use:
    Leader of a team of villains. They will do mostly high tech robberies, or jobs that will result in a large payout. Also, to keep the rest of his team happy, they'll pull a job against one of their enemies, just to satisfy them.

    Appearance:
    Humanoid in appearance Mocker is 182 cm and 100 kg. Originally having a stylized clown head, he has since replaced it with an almost manikin like head that has no facial expressions. His costume is dark blue and yellow with a dark blue hooded cape!

     

    Hope you like it so far!

    To power down - Really? When I just pumped him up? OK get rid of the flight. This keeps him ground bound.

    To power up - Hearing Flash, AE cone, Force Wall. Basically anything that will add to his attacks. Also an active sonar system would be logical!

     

     

     

     

  2. September 2021


     

    SSSCCCRRRREEEE!  BANG!  Clatter, clatter, clatter!

     

    “That felt good!” Mocker exclaimed!

     

    “Well we did upgrade the power level by 50%.  Also your sonic defenses are improved!” Frank commented.

     

    “What about these boot jets?” Mocker asked.

     

    “They are NOT boot jets!  They are redirection ports for your Sonic Emitter that allows you to maneuver in the air using your sonic abilities!”  Frank yelled!

     

    “Yeah, yeah, as long as they allow me to fly away from my enemies!” Mocker announced!  “So I am bringing the band back together.  You in?”

     

    Frank mused a bit “Will we occasionally mess with that Corp that ruined my life?”

     

    “Absolutely!  I was thinking of starting with Mace.  We could use another tech person!” commenter Mocker.

     

    “Naw, he died five years ago!” Frank announced.

     

    “Really?  On the job?” Mocker inquired. 

     

    “Nope.  Cancer!” Frank said.

     

    “You send flowers?”  Mocker asked curiously.

     

    “Nope.  Cash!”  “But you may want to check one of his old work-warehouses in Toronto!  I hear that someone has been using it, and it sure isn’t Mace!” Frank intoned.

     

    “Toronto?  Like Canada?  What was he doing up there? Mocker asked incredulously.

     

    “Believe it or not there’s an old folks home there for supers!  Mace got in after his diagnosis.  He was pretty happy.  Anyway he still took some consulting work and the occasional fabrication job from me.  So if someone is using his old lab, maybe we should get to know them?”  surmised Frank .

     

    “I’ll check it out.  You get your suit up and running!”  Mocker flew off into the night!

     

    Frank went back to his main workshop, went to a panel and flipped a secret switch.  A side door opened into a secret room containing a gleaming armored suit.  “Hello FIST!”



     

  3. One month later June 2021

     

    Frank Streeter sat at the work table in his workshop.  Well his number three workshop.  BUT, it was the only one that Mocker knew of.  After hearing about the robberies and beatings, he surmised that Mocker needed some repairs, and was heading here for a fix up.  So Frank sat and waited.  Soon his outer perimeter alarm beeped.  Checking the cameras, he wasn’t sure.  He was preparing to flip the anti personnel switch, when he heard the work code they used to use.

     

    So he opened up the last door.  

     

    “You look like sh*t!”

     

    “Yeah!” Mocker replied. “I need fixing!”

     

    “No duh!”  said Frank.  “Get up on the table and see what we need to do!  WOW!  This is gonna cost.  You bring enough cash?”  

     

    Mocker tossed him a satchel.  “All I could get on short notice!  And I don’t want just fixing, but upgrading.”  

     

    Frank looked at the gems and jewels.  “I am going to outsource some of this.  Argent is not cheap!”

      

    Mocker started, “Argent?  Not Trade?”

     

    “Trade!” Frank scoffed, “They tried to steal my suit.  They are mixed up with that Corp that tried to steal it in the first place!”  “So what upgrades?”

     

    And Mocker started describing his vision…

  4. For my next set I am going to do something a bit.. different.  I am going to modernize a classic villain team, and tell it as a story.

     

    So I present to you:

     

    The Return of the Crushers

     

    Part 1

     

    Date:  Unknown

     

    BZZZZ.   BZZZZ.   BZZZZPPP!

     

    Emergency power system online.  Diagnostics commencing.  

    Legs injured.  Left arm unusable.  Sonic Emitters off line.  Memory accessed.

     

    Unit Name: Mark R — Mocker?--- Yes!

     

    Where is he?

    Visual systems working, so he must be in darkness.  Feeling around, he figured a man sized crate.  Feels like wood.  Right arm is still functional, can he free himself?  

     

    Five minutes later he was out of the box.  Apparently he was in storage in some sort of warehouse.  That looked abandoned.  Investigating, he figured this was a warehouse holding momentos from an East Coast super hero team.  Breaking into the office, he found a functioning computer and got it to function.  2021?  His last memory was 1999, he was in battle and was knocked into a major power source that overloaded all his circuits and resulted in a shut down.  He spent the next few hours to find out about history for the next 20 years.  Now onto fixing himself.

     

    Fortunately the warehouse had a decent engineering bay and he was able to effect basic repairs to his legs and left arm.  Now time for upgrades.

     

    His first idea was to find FIST and have him fix him up, but that would take money.  Fortunately he had a few emergency staches that he could access.  

     

    Days later police had reports of a strange metallic man breaking into junk yards and old subway tunnels.  In a few cases he left some gang members and homeless people beaten and in one case dead.  And it appeared that nothing was stolen.  Something was coming!

  5. Well there's this prophesy!

     

    Quote

    2023 Hero Super Temps 21 White Sorceress

        Val    Char    Cost    Roll    Notes
        9    STR    -1    11-    Lift 87.1kg; 1 ½d6
        20    DEX    30    13-    OCV:  7/DCV:  7
        18    CON    16    13-
        11    BODY    2    11-
        18    INT    8    13-    PER Roll 13-
        15    EGO    10    12-    ECV:  5
        15    PRE    5    12-    PRE Attack:  3d6
        22    COM    6    13-

        20    PD    18        Total:  20 PD (20 rPD)
        20    ED    16        Total:  20 ED (20 rED)
        5    SPD    20        Phases:  3, 5, 8, 10, 12
        6    REC    0
        36    END    0
        25    STUN    0    Total Characteristic Cost:  130

    Movement:    Running:    6"/12"
        Leaping:    1"/2"
        Swimming:    2"/4"
        Teleportation:    25"/50"

    Cost    Powers    END
    20    Damage Resistance (20 PD/20 ED)
         
    20    Endurance Reserve  (100 END, 10 REC) (20 Active Points)
         
    64    Multipower, 80-point reserve,  (80 Active Points); all slots Incantations (-¼)
    4u    1)  Teleportation 25" (50 Active Points); Incantations (-¼)    5
    4u    2)  Sight Group Flash 10d6 (50 Active Points); Incantations (-¼)    5
    4u    3)  Force Wall (10 PD/10 ED) (50 Active Points); Incantations (-¼)    5
    4u    4)  Entangle 5d6, 5 DEF (50 Active Points); Incantations (-¼)    5
    4u    5)  Energy Blast 10d6 (50 Active Points); Incantations (-¼)    5
    4u    6)  Healing BODY 5d6 (standard effect: 15 points) (50 Active Points); Incantations (-¼)    5
    1u    7)  Sight Group Images Increased Size (32" radius; +1 ¼) (22 Active Points); Limited Power Power loses about half of its effectiveness (Light ; -1), Incantations (-¼)    2
    2u   😎  Detect A Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼)    3
    1u    9)  Clairsentience (Sight Group), Costs END Only To Activate (+¼) (25 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Precognition only; -½), Limited Power Power loses about a third of its effectiveness (Only related to magic; -½), Incantations (-¼)    2
    6u    10) Ego Attack 4d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; When attacked; +1) (80 Active Points); Incantations (-¼)    8
    4u    11) Ego Attack 5d6 (50 Active Points); Incantations (-¼)    5
    4u    12) Mind Control 10d6 (50 Active Points); Incantations (-¼)    5
    4u    13) Mental Illusions 10d6 (50 Active Points); Incantations (-¼)    5
    4u    14) Mind Scan 10d6 (50 Active Points); Incantations (-¼)    5
    4u    15) Telepathy 10d6 (50 Active Points); Incantations (-¼)    5
    4u    16) Telekinesis (33 STR) (50 Active Points); Incantations (-¼)    5

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    12    Contact:  Witch Family (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-
    7    Contact:  Angela  Mentor (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-

        Talents
    4    Speed Reading (x10)

     

        Skills
    3    Paramedics 13-
    4    KS: Magic 14-
    3    PS: Sing 13-
    1    Language:  English (imitate dialects; literate) (6 Active Points)
    6    Language:  Latin (imitate dialects; literate)
    3    Disguise 13-
    3    Stealth 13-
    9    +3 with Magic

     

    Total Powers & Skill Cost:  238
    Total Cost:  368

     

    200+    Disadvantages
    5    Hunted:  8- (As Pow; NCI; Watching)
    20    Hunted:  Dark Coven 8- (Mo Pow; NCI; Harshly Punish)
    15    Social Limitation:  Secret ID (Frequently; Major)
    20    Psychological Limitation:  Legacy (Common; Total)
    10    Psychological Limitation:  Fear of Height (Common; Moderate)
    15    Psychological Limitation:  Spidey Syndrome (Common; Strong)
    83    Experience Points

     

    Total Disadvantage Points:  368
    Earned Experience:  0
    Spent Experience:  83
    Unspent Experience:  0

     

    Background/History:  
    The Northcliffe family were .... odd.  They had links to the supernatural, druids, freemasons and others.  But Marilyn's father, Howard, wanted to be rid of this and so moved to Canada and dropping the last "e" in their name.  But even that didn't stop it.  One day Aunt Andrea showed up and told Howard that she was destined to become a powerful wizard one say.  Howard responded by moving, leaving no forwarding address.  

    So Marilyn grew up in southern Ontario.  Never hearing about magic.  Then while on an overnight church trip, she was ambushed in her room and had a gun pointed at her head.  But Aunt Andrea saved her and ran away with her into the USA.  Finally ending up in Boston, they stopped at a bookstore, picked up a white bound book and left for a friendly coven in NY state.  

    While there Marilyn read the book as the magic entered her, until finally she turned the last page, and in a flash of light, the book disappeared, replaced with a hooded white cape.  They moved again, as her enemies would attack to eliminate the threat she posed.  Eventually she joined SuperTemps.  This gives her two benefits 1- training in the use of her powers and 2- protection from her hunters.

     

    Personality/Motivation:  
    Forced to grow up fast, White Sorceress has a serious mien.  Also her suspicious nature make her seem shy.  


    Quote:  

     

    Powers/Tactics:  
    An accomplished mage with a large repertoire of spells.  Her most important is the protection spell on her permanently.  
    In a fight, she plays support.  She prefers Illusions and Mental Attacks, but a well placed Force Wall is always good.  Also she has some healing abilities.

     

    Campaign Use:  
    Magic families.
    A mysterious destiny.
    A father still looking for his daughter.

     

    Appearance:  Caucasian female 165 cm, 52 kg.  Shoulder length brown hair, violet eyes.  She wears jeans and blousy tops and a long white hooded cloak!
     

     

    She's also 17 years old, so if you want to add a DF teenager, go ahead.

    To power down - Get rid of the Ego Attack with trigger and reduce her MP to 50 AP. If you really want to weaken her, make it 40 AP.

    To power up - raise the MP to 100 AP. This will allow her to activate two powers at once. As well you could make the cloak have some enchantment, like flying and invisibility.

     

     

     

     

  6. Hello darkness my old friend...

     

    Quote

    2023 Hero Super Temps 20 Twilight

     

        Val    Char    Cost    Roll    Notes

        13    STR    3    12-    Lift 151.6kg; 2 ½d6 [1]

        27    DEX    51    14-    OCV:  9/DCV:  9

        20    CON    20    13-

        12    BODY    4    11-

        18    INT    8    13-    PER Roll 13-

        14    EGO    8    12-    ECV:  5

        15    PRE    5    12-    PRE Attack:  3d6

        18    COM    4    13-

     

        12+15    PD    9        Total:  12/27 PD (8/23 rPD)

        11+15    ED    7        Total:  11/26 ED (8/23 rED)

        5    SPD    13        Phases:  3, 5, 8, 10, 12

        7    REC    0

        40    END    0

        29    STUN    0    Total Characteristic Cost:  132

     

    Movement:    Running:    6"/12"

        Leaping:    2"/4"

        Swimming:    2"/4"

     

    Cost    Powers    END

    5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

         

         

    45    Shadow Form:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

    20    Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shadow Form; -½)

    20    Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shadow Form; -½)

    21    Stretching 5", Reduced Endurance (½ END; +¼) (31 Active Points); Linked (Shadow Form; -½)    1

     

    3    Nightvision (5 Active Points); Linked (Shadow Form; -½)

         

    13    Elemental Control, 40-point powers,  (20 Active Points); all slots Linked (Shadow Form; -½)

    17    1)  Animate Shadows:  Sight Group Images Increased Size (16" radius; +1), +/-3 to PER Rolls, Alterable Size, Reduced Endurance (½ END; +¼) (54 Active Points); No Range (-½), Linked (Shadow Form; -½)    2

    13    2)  Blind:  Sight Group Flash 8d6 (40 Active Points); Linked (Shadow Form; -½)    4

    20    3)  Darkness:  Darkness to Sight Group 4" radius, Personal Immunity (+¼) (50 Active Points); Linked (Shadow Form; -½)    5

     

    4    Martial Block    +2    +2    Block, Abort

    4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort

    4    Martial Strike    +0    +2    7 ½d6 Strike

    3    Martial Throw    +0    +1    5 ½d6 +v/5, Target Falls

    5    Offensive Strike    -2    +1    9 ½d6 Strike

    12    +3 HTH Damage Class(es)

     

        Perks

    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Skills

    3    Acrobatics 14-

    3    Breakfall 14-

    3    CK: Washington DC 13-

    3    Concealment 13-

    3    Contortionist 14-

    3    Criminology 13-

    3    Deduction 13-

    3    Demolitions 13-

    3    KS: Econ 13-

    3    Electronics 13-

    3    Security Systems 13-

    3    Stealth 14-

    3    Oratory 12-

    1    Language:  English (imitate dialects; literate) (6 Active Points)

    4    Language:  German (completely fluent; literate)

    4    Language:  Russian (completely fluent; literate)

    4    Language:  Spanish (completely fluent; literate)

    2    TF:  Parachuting, Advanced, Parachuting, Basic

    3    Paramedics 13-

    3    Seduction 12-

    3    KS: Law 13-

     

    Total Powers & Skill Cost:  293

    Total Cost:  425

     

    200+    Disadvantages

    5    Hunted:  8- (As Pow; NCI; Watching)

    15    Hunted:  KGB 8- (As Pow; NCI; Harshly Punish)

    15    Physical Limitation:  Near Sighted (Frequently; Greatly Impairing)

    15    Social Limitation:  Secret ID (Frequently; Major)

    15    Psychological Limitation:  Code of Honour (Common; Strong)

    160    Experience Points

     

    Total Disadvantage Points:  425

    Earned Experience:  0

    Spent Experience:  160

    Unspent Experience:  0

     

    Background/History:  

    Jeanette Atchison is the daughter of a white father and black mother.  Even in the late 1990s, this caused issues, especially in the North Florida town she grew up in.  Though she did well in school, a debilitating illness with her mother took all the family resources, and she was forced to give up her dream of following her father into law.  

     

    She applied to every scholarship and bursary she could, this eventually led her to joining the CIA.  At first she did administrative work, but later she underwent field training and was placed on assignment.  Three years later it seemed as if he luck had run out, as an enemy guard noticed her taking photos and pursued her.  He was about to shoot her, when he meta gene kicked in.  She went shadow and hid in the darkness.  Her superiors were ecstatic at having a meta human, and quickly gauged her abilities and sent her on more dangerous mission.  This she did eagerly, but the shine wore off and a year later she resigned.

     

    Now out of the CIA, she was at loose ends.  So she joined SuperTemps as she felt she had something to offer.  Taking the name Twilight, she now works in the Guardian Division. 

     

    Personality/Motivation:  

    She wants to help people.  

     

    Quote:  

     

    Powers/Tactics:  

    Twilight has abilities dealing with shadow and darkness.  She can take a shadow form, animate darkness, blind opponents, place fields of darkness.  As well she is a trained agent with years of field craft. 

     

    Campaign Use:  

    Well she was a spy.  Maybe an old enemy.  Or even someone in the CIA who thinks her resignation was a ruse for some plot.

     

    Appearance:  

    Mixed Caucasian- African American female 170 cm and 55 kg, light brown curly hair cut short and brown eyes.  Her costume are black tights and a dark grey top and a black scarf like mask!

     

     

    Shadow Powers, Spy Skills, Questioning Beliefs. Yep she tick all the boxes.

    To power down - Get rid of MA damage classes, and reduce shadow abilities by 10 AP each!

    To power up - Add a Teleport through Shadow and a NND Shadow touch to the EC.

    As it is she's expensive due to her skill set, not her powers!

     

     

     

     

  7. I'm not from around here!
     

     

     

    Quote

    2023 Hero Super Temps 19 Timekeeper

        Val    Char    Cost    Roll    Notes
        25    STR    15    14-    Lift 800.0kg; 5d6 [2]
        26    DEX    48    14-    OCV:  9/DCV:  9
        23    CON    26    14-
        13    BODY    6    12-
        15    INT    5    12-    PER Roll 12-
        15    EGO    10    12-    ECV:  5
        15    PRE    5    12-    PRE Attack:  3d6
        4    COM    -3    10-

        11+8    PD    6        Total:  11/19 PD (8/16 rPD)
        11+14    ED    6        Total:  11/25 ED (8/22 rED)
        5    SPD    14        Phases:  3, 5, 8, 10, 12
        10    REC    0
        46    END    0
        38    STUN    0    Total Characteristic Cost:  138

    Movement:    Running:    15"/30"
        Leaping:    5"/10"
        Swimming:    2"/4"

    Cost    Powers    END
    18    Running +9" (15" total)    2
    10    Mental Defense (13 points total)
         
    5    Suit:  Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
    22    Suit:  Armor (8 PD/14 ED) (33 Active Points); OIF (-½)
    7    Suit:  +2 with DCV (10 Active Points); OIF (-½)
         
         
    12    Staff:  Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
         
    6    Endurance Reserve  (40 END, 2 REC) (6 Active Points)
    31    Stat Boosts:  Elemental Control, 62-point powers
    15    1)  Aid 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (62 Active Points); Self Only (-½), Costs Endurance (-½)    6
    15    2)  Aid  Running 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (62 Active Points); Costs Endurance (-½), Self Only (-½)    6
         

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Talents
    17    Danger Sense (self only, in combat, Function as a Sense) 12-
    3    Lightsleep

        Skills
    3    Acrobatics 14-
    3    Breakfall 14-
    3    Paramedics 12-
    3    Stealth 14-
    3    Tactics 12-
    1    Language:  Alien Native (imitate dialects; literate) (6 Active Points)
    4    Language:  English (completely fluent; literate)

     

    Total Powers & Skill Cost:  202
    Total Cost:  340

     

    200+    Disadvantages
    15    Physical Limitation:  No sense of Humour (All the Time; Slightly Impairing)
    20    Social Limitation:  Secret ID (Frequently; Severe)
    15    Psychological Limitation:  Protective (Common; Strong)
    15    Psychological Limitation:  Overconf (Common; Strong)
    15    Vulnerability:  1 ½ x STUN Elect (Very Common)
    15    Vulnerability:  1 ½ x Effect elect (Very Common)
    45    Experience Points

     

    Total Disadvantage Points:  340
    Earned Experience:  0
    Spent Experience:  45
    Unspent Experience:  0

     

    Background/History:  
    Artral is not from around here.  His home planet Rynkar is across the Milky Way, from a planet that developed its tech from some Precursor artifacts.  This allowed them to go from early gunpowder to space flight in a few decades.  One item that was kept hidden was a time machine.  Then a disgruntled family tried to take it to change the past, and place them in a place of power.  Fortunately they were stopped, and the rescuers were given the honor of being its guardians.  Then, decades later, another group made an attempt, and were proving to be better organized.  Artral, one of the last guardians, decided to destroy the device rather than losing it.  When he woke up, he was in West Virginia.

    Clarence Hall was a retired lawyer, living on  his isolated house, when he found Artral.  It took a year before Artral could converse in English.  And another to understand the world situation.  As a warrior, he needed a cause, but the world government were wanting in his opinion.  Then he heard about SuperTemps.  Taking the name Tom Kelly, he was appointed to the Defense Squad.  

    About six months later he heard that Clarence was dying of cancer.  When Clarence died, Tom was named his heir.  Artral returned to duty, and channeled his grief into his work.

    Even today no one realizes he is an alien ( He says he is a victim of a super accident).  Recently he has heard about a meta human that sounds like a Rynkarian.  Taking a leave of absence, he travels from town to town, investigating the rumors!

     

    Personality/Motivation:  
    Timekeeper is the alien who is unfamiliar with earth culture.  Add a lack of humour, and he can be played extremely serious, or as a figure of humour.

     

    Quote:  

     

    Powers/Tactics:  
    Timekeeper can boost his strength and his running speed.  Among his people he is one of the most powerful.  But he can only do it for a limited amount of time.  If the situation needs it, he will boost his abilities, but only for what is necessary.  After that he will find a HTH opponent and attack with his staff.  

     

    Campaign Use:  
    Because of his travels, Timekeeper can be added to a scenario very easily.  Also there is the issue of being an alien!

     

    Appearance:  
    Oriental and Caucasian features 193 cm and 91 kg.  He has black hair in a military cut, gold eyes, and his skin is blue-green with scales.  His costume is a black military type uniform and he carries a metal staff!


     

     

    For those times where you want somebody to say "WHY?". An alien questioning our actions is a time honoured trope.

    To power down - Reduce Str, Dex, Con to 20 and lower the Boost to 20 pts (4d6 effect)

    To power up - Str to 30, Con to 25, increase PD ED buy 5pts each.

    Note he should have a Distinctive Features at least at 10 pts, maybe 15!

     

     

     

  8. Another classic build!

     

     

    Quote

    2023 Hero Super Temps 18 Skylord

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        20    DEX    30    13-    OCV:  7/DCV:  7
        20    CON    20    13-
        12    BODY    4    11-
        20    INT    10    13-    PER Roll 13-
        15    EGO    10    12-    ECV:  5
        15    PRE    5    12-    PRE Attack:  3d6
        18    COM    4    13-

        8+25    PD    6        Total:  8/33 PD (8/33 rPD)
        8+15    ED    4        Total:  8/23 ED (8/23 rED)
        5    SPD    20        Phases:  3, 5, 8, 10, 12
        6    REC    0
        40    END    0
        27    STUN    0    Total Characteristic Cost:  113

    Movement:    Running:    6"/12"
        Flight:    20"/80"
        Leaping:    2"/4"
        Swimming:    2"/4"

     

    Cost    Powers    END
    48    Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), Requires A Skill Roll (-½)
         
    5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
         
    40    Force Field (25 PD/15 ED), Reduced Endurance (0 END; +½) (60 Active Points); OIF (-½)
         
    67    Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½) (67 Active Points)
         
    53    Multipower, 80-point reserve,  (80 Active Points); all slots OIF (-½)
    3u    1)  Concussion Air blast:  Energy Blast 7d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (79 Active Points); Limited Power Power loses about half of its effectiveness (Does no damage other that Con stunnung; -1), OIF (-½)    3
    5u    2)  Lightning:  Energy Blast 9d6, Reduced Endurance (½ END; +¼), Armor Piercing (+½) (79 Active Points); OIF (-½)    3
    3u    3)  Psi Static grenades:  Mental Defense (23 points total), Usable As Attack (+1), Area Of Effect (8" Radius; +1 ¼) (72 Active Points); 2 Continuing Charges lasting 1 Minute each (-¾), OIF (-½)    [2 cc]
    3u    4)  Smoke:  Darkness to Sight Group 7" radius (70 Active Points); 2 Continuing Charges lasting 1 Minute each (-¾), OIF (-½)    [2 cc]

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

        Talents
    3    Absolute Time Sense
    5    Eidetic Memory

     

        Skills
    3    Computer Programming 13-
    3    Electronics 13-
    3    CK: Denver 13-
    3    Science Skill:  Chem 13-
    3    Science Skill:  Math 13-
    3    Science Skill:  Metallurgy 13-
    3    Science Skill:  Physics 13-
    3    Science Skill:  Nuclear Phys 13-
    3    Power 13-
    10    +2 with HTH Combat

    Total Powers & Skill Cost:  293
    Total Cost:  406

     

    200+    Disadvantages
    5    Hunted:  8- (As Pow; NCI; Watching)
    20    Hunted:  TRADE 8- (Mo Pow; NCI; Harshly Punish)
    20    Psychological Limitation:  Curious (Very Common; Strong)
    15    Psychological Limitation:  CvK (Common; Strong)
    15    Psychological Limitation:  Technophile (Common; Strong)
    131    Experience Points

    Total Disadvantage Points:  406
    Earned Experience:  0
    Spent Experience:  131
    Unspent Experience:  0

     

    Background/History:  
    Amos Tonlin preferred science to people.  Science follows rules, people ... not so much.  Amos did well in school, and it was no surprise he was recruited by NASA in their aeronautic division.  Then TRADE came calling to try and recruit him.  He was repulsed by their mandate, and made it certain he was NOT interested.

    In opposition he started STAR (Science, Technology, Applied Research) with the idea of supplying tech help to the super's crowd.  Though it was great in theory, it never got off the ground as there was no leadership, and so no definitive direction.  Soon Amos was the last employee and he had to declare bankruptcy.  

    At a meeting with Vincent Kyriakedos AKA Nucleus, Vincent stated the Amos could still use science and tech to help people, just on a more individual basis.  So Amos dusted off some notes, and built a prototype suit with boot jets, a concussion beam and an electro blaster.  And he took the name Skylord.  Stationed in Phoenix with Nucleus, they make a good team.  And through SuperTemps, he is marketing some of his inventions to help better mankind!

    Personality/Motivation:  
    Amos is a very likable guy and very intelligent.  Except in leadership.  There he has a very laid back style that lets people do what they want, with no direction.

     

    Quote:  

     

    Powers/Tactics:  
    Besides his great intelligence and scientific expertise, Skylord benefits from a personal battlesuit.  The suit has Kevlar protection supplemented by a force field device.  He has boot jets for maneuverability.  And he is armed with a concussion beam (to stun opponents), an electro blaster (when he does have to damage people, a set of smoke grenades, and some psi-bombs (in case of mentalists).

    He prefers to stay airborne in a fight.  He prefers the concussive beam at first, hoping to set them up for his electro blaster.  His smoke grenades are to set up opponents, or for a retreat.

     

    Campaign Use:  
    Another "Do you need some special gadget for that special somebody?"  Also anoth person with links to TRADE.  Also is players want to restart STAR corp, Amso would be a good recruit.  Just keep him out of administration/ leadership!

     

    Appearance:  
    Caucasian male, 180 cm and 77 kg.  He has short black hair and blue eyes.  The Skylord suit is metallic grey with light and dark blue highlights!

    Again with a classic build!

    To power down - reduce SPD to four and the MP to 60 pts!

    To power up - Bring Gadget Pool to 60 pts, flight to 25" and +2 to Ranged Combat

  9.  

    Another homage to a classic!

     

     

    Quote

    2023 Hero Super Temps 17 Sea Hawk

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    23 DEX 39 14- OCV: 8/DCV: 8
    23 CON 26 14-
    13 BODY 6 12-
    13 INT 3 12- PER Roll 12-/15-
    18 EGO 16 13- ECV: 6
    15 PRE 5 12- PRE Attack: 3d6
    18 COM 4 13-

    11+6 PD 6 Total: 11/17 PD (8/14 rPD)
    11+6 ED 6 Total: 11/17 ED (8/14 rED)
    5 SPD 17 Phases: 3, 5, 8, 10, 12
    10 REC 0
    46 END 0
    38 STUN 0 Total Characteristic Cost: 143

    Movement: Running: 6"/12"
    Flight: 25"/50"
    Leaping: 5"/10"
    Swimming: 2"/4"

    Cost Powers END
    6 +3 PER with Sight Group
    5 Nightvision
    15 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
    15 Regen: Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), Always On (-½)

    75 Flight 25", Usable Underwater (+¼), Reduced Endurance (½ END; +¼) (75 Active Points) 3

    5 Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
    14 Armor (6 PD/6 ED) (18 Active Points); IIF (-¼)
    9 Hand-To-Hand Attack +3d6, Reduced Endurance (½ END; +¼) (19 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1

    3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on
    4 Martial Strike +0 +2 7d6 Strike
    3 Martial Throw +0 +1 5d6 +v/5, Target Falls
    5 Offensive Strike -2 +1 9d6 Strike
    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
    4 Martial Block +2 +2 Block, Abort


    Perks
    2 Reputation (A medium-sized group) 11-, +2/+2d6
    21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

    Talents
    3 Bump Of Direction

    Skills
    3 Acrobatics 14-
    3 Breakfall 14-
    3 CK: Seattle 12-
    3 Systems Operation 12-
    3 Paramedics 12-
    3 Navigation 12-
    4 PS: Air Sea Rescue 13-
    3 Survival 12-

    Total Powers & Skill Cost: 218
    Total Cost: 361

    200+ Disadvantages
    10 Dependent NPC: Mother 8- (Normal)
    5 Hunted: 8- (Mo Pow; Watching)
    15 Psychological Limitation: Overconfident (Common; Strong)
    15 Social Limitation: Secret ID (Frequently; Major)
    20 Psychological Limitation: Spidey Syndrome (Very Common; Strong)
    5 Hunted: Coast Guard 8- (As Pow; NCI; Watching)
    5 Vulnerability: 1 ½ x STUN Vibratory (Uncommon)
    5 Vulnerability: 1 ½ x Effect Vibratory (Uncommon)
    58 Experience Points

    Total Disadvantage Points: 361
    Earned Experience: 0
    Spent Experience: 58
    Unspent Experience: 0

    Background/History:
    Katherine Swenson's early years were unremarkable. She played, got into fights (which she always won because even then she was very strong) explored the area. She loved camping, and once when on a camping/hiking trip, her and another student got too close to a cliff and started sliding off. Katherine grabbed the other girl and pulled, and found herself flying. She swore the other girl to silence, mostly to keep it hidden from her parents, who were critical of metahuman 'Freaks".

    She practiced flying when she could, and started to practice martial arts, telling her parents that eventually she was going to move out, and a girl needed to protect herself. Eventually she enrolled in Oregon State, where out from her parents, her grades began to jump. Also she continued her Martial Art and flying practice.

    One day she saw a boat burning in Puget Sound. She flew over to investigate just as the family jumped into the water and the boat exploded. She quickly grabbed the boy and took him to shore, heading back she dove into the water to find the parents. There she found another facet of her powers, she could "fly under water" and breath there also.

    So Katherine joined SuperTemps as Sea Hawk. Stationed in Seattle, she helps the local Coast Guard as a reserve member in search and rescue and stopping maritime crime.

    Personality/Motivation:
    Katherine like helping people and her getting paid for it is a nice bonus. Off hours she's a joker, on the clock, she's very professional.

    Quote:

    Powers/Tactics:
    Sea Hawk's main ability is flight and super swimming. As well she can survive underwater indefinitely. Finally she has great strength for a person of her height and build. Add the Martial Arts, the "claws" as she calls them, and her durability.

    Campaign Use:
    If you have a sea adventure on the West Coast then Sea Hawk may get involved. This can even lead inland if she follows up into a major river, like the Fraser!

    Appearance:
    Caucasian female, 170 cm and 59kg. She has very long pale blond hair and blue eyes. Her costume is a one piece body suit coloured blue, green and grey.

     

    If you are going for a homage, make it good. This one is pretty likable.

    To power down - Reduce Str and Dex to 20 each, Flight to 20" and get rid of the HTH attack

    To Power up- Increase Str to 30 , add a X4 NCM to swim and X8 to flight. Also bring her PD and ED to 15/15

     

     

  10. She's reminds me of someone!

     

    Quote

    2023 Hero Super Temps 16 Sandblaster

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        21    DEX    33    13-    OCV:  7/DCV:  7
        20    CON    20    13-
        10    BODY    0    11-
        15    INT    5    12-    PER Roll 12-
        18    EGO    16    13-    ECV:  6
        15    PRE    5    12-    PRE Attack:  3d6
        18    COM    4    13-

        11+15    PD    9        Total:  11/26 PD (8/23 rPD)
        11+15    ED    7        Total:  11/26 ED (8/23 rED)
        5    SPD    19        Phases:  3, 5, 8, 10, 12
        6    REC    0
        40    END    0
        25    STUN    0    Total Characteristic Cost:  118

    Movement:    Running:    6"/12"
        Leaping:    2"/4"
        Swimming:    2"/4"
        Tunneling:    6"/12"

    Cost    Powers    END
    5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
         
    60    Multipower, 60-point reserve
    6u    1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)
    6u    2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
         
    30    Armor (15 PD/15 ED) (45 Active Points); Linked (Compound Power; -½)
    40    Tunneling 6" through 6 DEF material, Fill In    4
         
    75    Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)
    4u    1)  Entangle 6d6, 3 DEF (45 Active Points)    2
    3u    2)  Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about half of its effectiveness (Sand/Dirt only; -1)    3
    6u    3)  Energy Blast 8d6, Armor Piercing (+½) (60 Active Points)    3

     

        Perks
    5    Money:  Well Off
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    5    Contact (Contact has access to major institutions, Very Good relationship with Contact) 11-

     

        Skills
    3    Bureaucratics 12-
    3    Computer Programming 12-
    0    Language:  English (basic conversation; literate) (2 Active Points)
    4    Language:  Spanish (completely fluent; literate)
    4    Language:  Japanese (completely fluent; literate)
    3    High Society 12-

     

    Total Powers & Skill Cost:  283
    Total Cost:  401

    200+    Disadvantages
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    10    Hunted:  Various villains 8- (As Pow; Harshly Punish)
    5    Reputation:  Greedy, 8-
    15    Psychological Limitation:  Overconfident (Common; Strong)
    15    Social Limitation:  Secret ID (Frequently; Major)
    146    Experience Points

    Total Disadvantage Points:  401


    Earned Experience:  0
    Spent Experience:  146
    Unspent Experience:  0

     

    Background/History:  
    Kelly Lyons Always knew she had powers.  At an early age she could move rock and sand, and later found she could turn to sand.  But her parents told her to never use her powers and to keep them hidden.  That was not too hard and Kelly turned her self confidence to school and social activities.  Then came university.  She could keep up with the studies, but found the costs difficult.  Rather that flip burgers, she used the fact that she was a business major to apply to SuperTemps, where they could use her either as an administrative position or as a super.

    So she worked three days a week in the office and two days in the Industrial division.  Kelly's parents found out about her clandestine activities, but were happy she was using her powers for something useful.  But then her father lost his job and money became tight.  So SuperTemps placed a call with another of their members Linda Ravenhair AKA Astronaut.  Linda had a scholarship program for young ladies and Kelly applied.  Two years later she graduated and got a job with Linda to oversee the scholarship fund.  She still works for SuperTemps, usually in Industrial, but occasionally in the Guardian Division.  

     

    Personality/Motivation:  
    Extremely self confident.  She balks at the idea that she has limitations.  She is very much a go-getter.  

     

    Quote:  

     

    Powers/Tactics:  
    Kelly can manipulate sand and dirt, shape it, fire it as a stream, or as a solid projectile.  Also she can turn to sand, where she can allow objects to pass through her, or become extremely hard and durable.  Finally she can travel though sand and dirt as if she was swimming.

    So far her tactics are limited due to inexperience.  She will usually try to bind first (entangle) then fir e a stone missile (EB AP) or a sand jet (an application of her TK).  If the battlefield permits it, she'll use her tunneling to get into a surprise position!

     

    Campaign Use:  
    Member at large.  At a business meeting (as Scholarship administrator), at an industrial site, or finally as added muscle for a mission.

     

    Appearance:  
    Caucasian female 165 cm and 45 kg.  She has straight shoulder length brown hair and green eyes.  Her costume is a one piece with a mask that leaves her jaw and hair free.  It is a two tone light and dark brown!

     

     

    So she's like the Sandman, but nice.

     

    To power down- Reduce armour to 12/12, tunneling to 4", and the MP to 45 AP

     

    To power up- Raise armour to 15/15, tunneling to 8" and add a sand screen (Darkness) to the MP!

  11. On 1/28/2016 at 12:19 PM, DasBroot said:

    One NPC in my game - an 'ace' reporter - is a secret mutant with this power.  The players interact with her all the time and are pretty sure she's hiding superpowers (she always seems to be the first on scene) but haven't guessed this one yet (last guess was Danger Sense and a Megascale movement of some type).

     

    That is SO COOL!

  12. For those darker moments

     

     

    Quote

    2023 Hero Super Temps 15 Ransom

     

        Val    Char    Cost    Roll    Notes

        13    STR    3    12-    Lift 151.6kg; 2 ½d6 [1]

        23    DEX    39    14-    OCV:  8/DCV:  8

        20    CON    20    13-

        12    BODY    4    11-

        11    INT    1    11-    PER Roll 11-

        20    EGO    20    13-    ECV:  7

        15    PRE    5    12-    PRE Attack:  3d6

        18    COM    4    13-

     

        11+6    PD    8        Total:  11/17 PD (0/6 rPD)

        11+6    ED    7        Total:  11/17 ED (0/6 rED)

        5    SPD    17        Phases:  3, 5, 8, 10, 12

        7    REC    0

        40    END    0

        29    STUN    0    Total Characteristic Cost:  128

     

    Movement:    Running:    9"/18"

        Gliding:    15"/30"

        Leaping:    2"/4"

        Swimming:    2"/4"

     

    Cost    Powers    END

    6    Running +3" (9" total)    1

         

    5    Infrared Perception (Sight Group)

         

         

    60    Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)

    37    Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points)    1

    11    Mental Defense (15 points total)

    15    Gliding 15"

         

    12    Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

    17    Pistol:  Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0) (25 Active Points); OAF (-1)    [12]

            Notes:  (x2 number of items)

    25    SMG:  Killing Attack - Ranged 1 ½d6, Autofire (5 shots; +½), 4 clips of 32 Charges (+½) (50 Active Points); OAF (-1)    [32]

    11    Knife:  Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1)

     

        Perks

    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

    5    Money:  Well Off

    1    Reputation (A small to medium sized group) 11-, +1/+1d6

     

        Talents

    3    Bump Of Direction

     

        Skills

    3    Acrobatics 14-

    3    Breakfall 14-

    1    Language:  English (imitate dialects; literate) (6 Active Points)

    4    Language:  Arabic (Modern) (completely fluent; literate)

    10    +2 with HTH Combat

    10    +2 with Ranged Combat

    3    Fast Draw 14-

    3    Paramedics 11-

    3    Stealth 14-

    3    Streetwise 12-

    3    Tactics 11-

     

    Total Powers & Skill Cost:  275

    Total Cost:  403

     

    200+    Disadvantages

    15    Psychological Limitation:  Casual Killer (Common; Strong)

    10    Unluck: 2d6

    15    Psychological Limitation:  Overconfident (Common; Strong)

    10    Reputation: , 11-

    15    Social Limitation:  Secret ID (Frequently; Major)

    20    Psychological Limitation:  Protective of innocents (Common; Total)

    118    Experience Points

     

    Total Disadvantage Points:  403

    Earned Experience:  0

    Spent Experience:  118

    Unspent Experience:  0

     

    Background/History:  

    Robert Hassem is the son of Palestinian immigrants.  He had a happy childhood, until his parents were taken hostage but an employee.  Though SWAT tried, they were unsuccessful in negotiation and his parents were killed.  Now placed with is strict uncle, Robert became sullen.  He dreamed of having the ability to go through walls, until one day it became a reality.  He never told his guardians, who threw him out on the street at fifteen for his failure to submit to Islam.  

     

    Now on his own, and with a small inheritance from his parents, he bought some property, a car, and some weapons.  and started practicing.  His first foray happened by accident.  He came across a hostage situation, so garbing a pistol he went invisible and desolid.  He found the culprit, became visible and shot him in the stomach.  When asked who he was, he replied "I guess I'm the ransom!"  He then fled the scene.  Since then he has participated in a number of hostage situations.  In the last one, one of the victims was from a wealthy family.  They offered 250000$.  He went to SuperTemps, who negotiated on his behalf, and he gave them a 10% commission.  Since them he has helped on a few cases, but only if it involves hostages.

     

    Personality/Motivation:  

    No other person should suffer as he has.  His goal is to save the lives of hostages.

     

    Quote:  

     

    Powers/Tactics:  

    Ransom has three major powers.  He can go desolid, then invisible.  Also he can glide from place to place.  Also his determination makes him very resistant to mental manipulation.  He also has infrared vision.  He carries a pair of Colt .45 pistols, and SMG and a combat knife.  When on the job he also wears basic body armour.  He will go in, survey the situation, and when ready, show up behind the target and shoot him.  Then he will go desolid and invisible and move out as fast as possible.  If there are multiple targets, he'll try to wait till they are separated before acting.

     

    Campaign Use:  

    Are his tactics justified?  Here is the dark side of herodom!

     

    Appearance:  

    Arabic features, 188 cm and 86 kg he has black hair and brown eyes.  His costume is black body armour with a black hood.  He has a pair of shoulder holsters, and a knife at his belt, and an SMG slung on his back!

     

    Use this guy if you want your campaign to take a darker turn.  

    Also GURPS does not have a cost for normal real world equipment.  So that list is just from what they mentioned in his description.  Feel free to change it if you wish.

     

    To power down- link the Invisibility and the gliding to the desolid.  

     

    To power up- add some Martial Arts usable with the knife.  To really add to him, add a few smoke and flashbangs and give him Flash Defense 

     

     

  13. SCIENCE!

     

    Quote

    2023 Hero Super Temps 14 Nucleus

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        18    DEX    24    13-    OCV:  6/DCV:  6
        20    CON    20    13-
        10    BODY    0    11-
        20    INT    10    13-    PER Roll 13-
        15    EGO    10    12-    ECV:  5
        13    PRE    3    12-    PRE Attack:  2 ½d6
        12    COM    1    11-

        8+12    PD    6        Total:  8/20 PD (0/12 rPD)
        8+12    ED    4        Total:  8/20 ED (0/12 rED)
        5    SPD    22        Phases:  3, 5, 8, 10, 12
        6    REC    0
        40    END    0
        25    STUN    0    Total Characteristic Cost:  100

    Movement:    Running:    6"/12"
        Flight:    15"/30"
        Leaping:    2"/4"
        Swimming:    2"/4"

     

    Cost    Powers    END
    24    Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
    67    Shrinking (0.0534 m tall, 0.002 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Reduced Endurance (0 END; +½), Persistent (+½) (100 Active Points); OIF (-½)
    12    Flight 15" (30 Active Points); Limited Power Power loses about half of its effectiveness (only when fully shrunk; -1), OIF (-½)    3
         
    51    Multipower, 82-point reserve, all slots Personal Immunity (+¼) (102 Active Points); all slots Limited Power Power loses about half of its effectiveness (only when fully shrunk; -1)
    2u    1)  Energy Blast 8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (only when fully shrunk; -1)    2
    3u    2)  Energy Blast 11d6, Explosion (+½) (82 Active Points); Limited Power Power loses about half of its effectiveness (only when fully shrunk; -1), No Range (-½)    8

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    5    Money:  Well Off
    1    Reputation (A small to medium sized group) 8-, +1/+1d6

     

        Talents
    3    Lightning Calculator

     

        Skills
    3    CK: Pheonix 13-
    3    AK: South West USA 13-
    3    Computer Programming 13-
    3    Science Skill:  Chem 13-
    3    Science Skill:  Math 13-
    3    Science Skill:  Physics 13-
    3    Demolitions 13-
    3    Electronics 13-
    10    +2 with HTH Combat

     

    Total Powers & Skill Cost:  223
    Total Cost:  323

     

    200+    Disadvantages
    5    Hunted:  8- (As Pow; NCI; Watching)
    20    Hunted:  TRADE 8- (Mo Pow; NCI; Harshly Punish)
    15    Social Limitation:  Secret ID (Frequently; Major)
    15    Psychological Limitation:  Likes to use complex technical jargon (Common; Strong)
    15    Psychological Limitation:  Protective of Tech secrets (Common; Strong)
    20    Vulnerability:  2 x STUN Electrical (Common)
    20    Vulnerability:  2 x Effect Electrical (Common)
    13    Experience Points

    Total Disadvantage Points:  323
    Earned Experience:  0
    Spent Experience:  13
    Unspent Experience:  0

     

    Background/History:  
    Vincent Kyriakedos Was always driven.  From first grade math to high school science he was determined to never fail.  Though he was bullied, it was never for long as if there was a fight, Vincent found a way to win.  Inevitably he got a full ride to Harvard.  After his Bachelors and Masters in Chemistry, he went to MIT For his Doctorate.  His advisor was nearing retirement and so basically rubber stamped any avenue of research he wanted.  And he wanted to research something called the nanofeild, that would shrink items within it.  After isolating it and trying it on inanimate objects, he tried it on a live specimen.  It worked.  

    Now he placed it in a suit of his devising and destroyed select parts of his research.  He was unsure of the social and economic ramifications of his tech, and left enough so that his research could eventually be duplicated, but he would still be ahead of them in the field of study.

    Next he tried teaching, but found he was not suited to it.  eventually he joined a physical research lab.  Then he heard about TRADE in the news.  After some looking into, he agreed with some of their techniques, but considered them criminals all the same.  So he optimized his suit for combat and contacted SuperTemps.  Here he hopes to get training and exposure to cutting edge science that the criminals work with.  He was partnered with Amos Tonlin (Skylord), and the two are a constant partnership!

     

    Personality/Motivation:  
    Impatient techno nerd.  He finds it hard to deal with normal people.  Also he want to test out his suit, with the idea to place select parts of his finding into circulation to help better people.

     

    Quote:  

     

    Powers/Tactics:  
    Nucleus' suit allows him to shrink.  right now he is limited to 5cm, but he is working on exceeding that.  While small he can use electrostatic processor to fly.  Also while small he can use the circuits in the suit to enlarge an atomic nuclei and absorb the energy.  He then channels the energy either as a focused blast or an explosion centered on himself.  

    In a fight, nucleus will shrink and fly into the situation.  he'll then get close to the major amount of bad guys and let loose an explosion.  He'll try not to get team mates in the effect, but....

     

    Campaign Use:  
    Another scientist type with ties to TRADE.  He also hires out as a consultant on other's research and experiments.

     

    Appearance:   
    Mediterranean Caucasian 170 cm and 66 kg with black hair and brown eyes.  His suit is black with red gloves, boots and head covering.  On his chest is an atomic nuclei in red!
      
     

     

    So a battlesuit with a difference. Be aware he can generate a LOT of collateral damage.

    To power down - Reduce flight to 10" and explosion to 8d6

    To power up - Raise armour to 15/15 and single target EB to 11d6 as well. Also reduce vulnerabilities to 1 1/2 X !

     

     

     

     

     

  14. "You're a hard person to find!"
     

     

     

    Quote

    2023 Hero Super Temps 13 Lynx

    Val Char Cost Roll Notes
    9 STR -1 11- Lift 87.1kg; 1 ½d6
    20 DEX 30 13- OCV: 7/DCV: 7
    18 CON 16 13-
    11 BODY 2 11-
    13 INT 3 12- PER Roll 12-
    13 EGO 6 12- ECV: 4
    21 PRE 11 13- PRE Attack: 4d6
    13 COM 2 12-

    8+10 PD 6 Total: 8/18 PD (0/10 rPD)
    8+10 ED 4 Total: 8/18 ED (0/10 rED)
    5 SPD 20 Phases: 3, 5, 8, 10, 12
    6 REC 0
    36 END 0
    25 STUN 0 Total Characteristic Cost: 99

    Movement: Running: 6"/12"
    Leaping: 1"/2"
    Swimming: 2"/4"

    Cost Powers END
    5 Infrared Perception (Sight Group)
    45 Force Field (10 PD/10 ED), Reduced Endurance (½ END; +¼), Invisible Power Effects (Fully Invisible; +1) (45 Active Points) 2

    50 Multipower, 50-point reserve
    2u 1) Healing BODY 2d6 (standard effect: 6 points), Reduced Endurance (½ END; +¼) (25 Active Points); Self Only (-½) 1
    3u 2) Aid Str, Dex, Con 2d6 (standard effect: 6 points), [four powers] simultaneously (+1) (40 Active Points); Self Only (-½)
    1u 3) Aid Rec 2d6 (standard effect: 6 points) (20 Active Points); Self Only (-½)
    2u 4) Mind Control 8d6 (Animal class of minds), Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Voice range; -1), Limited Power Power loses about a third of its effectiveness (Only to calm; -½) 2
    1u 5) Hearing Group Images Increased Size (16" radius; +1), Alterable Size (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to mimic sounds; -1) 2


    Perks
    21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

    Talents
    20 Animal Friendship
    15 Beast Speech
    3 Perfect Pitch

    Skills
    11 Animal Handler 17-
    3 Climbing 13-
    3 Paramedics 12-
    3 Riding 13-
    7 Survival 14-
    9 Tracking 15-
    5 Science Skill: Veterinary Science 14-

    Total Powers & Skill Cost: 210
    Total Cost: 308

    200+ Disadvantages
    10 Hunted: 8- (Mo Pow; NCI; Watching)
    15 Psychological Limitation: Impulsive (Common; Strong)
    15 Psychological Limitation: Honest (Common; Strong)
    20 Psychological Limitation: Fight only in self defense (Common; Total)
    15 Physical Limitation: Teenager (All the Time; Slightly Impairing)
    63 Experience Points

    Total Disadvantage Points: 308
    Earned Experience: 0
    Spent Experience: 48
    Unspent Experience: 0

    Background/History:
    Betty Smith was born near Yellowstone. Her parents were a forest ranger and a zoologist. So she grew up near animals all the time. Which was fine since she could actually talk with them. But she started to hide it as she grew older because it attracted unwanted attention. But after her mother died, her father pulled back from her. So she started talking to her animal friends more just to have someone to talk to. Her father caught her and yelled at her, so she ran into the woods. Betty was a skilled woodsman and easily evaded all the search parties (the local animals liked and helped her). Then she ran into the wounded bear.

    In it's pain it charged at her and she discovered her ability to calm animals. She got it to go to sleep, went to a local ranger and guided everyone back to the bear. But it woke up and prepared to charge. The rangers were preparing to shoot when she calmed it down again enough that they could get it to a vet.

    Her father grew closer to her and she started helping him at his job. And she opened up at school. Then she got a call from the local police. A family had been killed and the only witnesses were the family pets. So she questioned them and supplied enough info that the could track him down. Since then she has gotten a flood of requests, so she registered with SuperTemps to screen the requests. She is still a teenager and is not sure what she wants to do after that, a ranger or a vet!

    Personality/Motivation:
    A nice normal teenager who just happens to be able to talk to animals. She is a bit shy, but she is working on overcoming that.

    Quote:

    Powers/Tactics:
    Lynx has a suite of abilities that allows her to survive in any terrain.
    First she can talk with animals.
    Second she can cause even the most angry animal to calm down.
    Third she can mimic any animal sound after hearing it just once.
    Fourth she has a selection of body control abilities. She can harden her skin and quickly heal even most minor damage (her FF), can heal even larger wounds (self heal) and alter her metabolism to increase her physical abilities.

    Campaign Use:
    A supreme tracker. IF it leaves a trail, she can follow it!

    Appearance:
    Caucasian female 168 cm and 48 kg. She has shoulder length black hair and brown eyes. Her costume is a modified ranger outdoorsman outfit!

     

    I really like this build as it is another non combat type, BUT...

    To power down- Dex 15 and SPD 3 with no self heal or metabolism abilities

    To power up- Increase metabolism abilities and self heal and animal sooths to 50 AP or even 60 AP. Also though she is non violent, she will run into those who are so some defensive Martial Arts, like Aikido, would totally suit her!

     

     

     

  15.  

    He's big and bright

     

    Quote

    2023 Hero Super Temps 13 Luminar

    Val Char Cost Roll Notes
    13 STR 3 15- Lift 1600.0kg; 6d6 [3]
    23 DEX 39 14- OCV: 8/DCV: 8
    25 CON 30 14-
    15 BODY 10 12-
    13 INT 3 12- PER Roll 12-/15-
    12 EGO 4 11- ECV: 4
    15 PRE 5 12- PRE Attack: 3d6
    18 COM 4 13-

    11+5 PD 8 Total: 11/16 PD (8/13 rPD)
    11+5 ED 6 Total: 11/16 ED (8/13 rED)
    5 SPD 17 Phases: 3, 5, 8, 10, 12
    8 REC 0
    50 END 0
    35 STUN 0 Total Characteristic Cost: 129

    Movement: Running: 9"/18"
    Leaping: 6"/12"
    Swimming: 2"/4"

    Cost Powers END
    6 +3 PER with Sight Group
    6 Running +3" (9" total) 1
    5 Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
    8 +17 STR (17 Active Points); No Figured Characteristics (-½), Limited Power Power loses about a third of its effectiveness (Only in Sunlight; -½) 2
    10 Armor (5 PD/5 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only in Sunlight; -½)
    6 Knockback Resistance -3"

    23 Elemental Control, 46-point powers
    12 1) Sight Group Images Increased Size (8" radius; +¾), +/-4 to PER Rolls, Alterable Size (47 Active Points); Limited Power Power loses about half of its effectiveness (Only to Illuminate; -1) 5
    37 2) Darkness to Sight Group 6" radius (60 Active Points) 6

    70 Multipower, 70-point reserve
    6u 1) Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
    7u 2) Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
    6u 3) Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

    Perks
    5 Money: Well Off
    21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

    Talents
    3 Bump Of Direction

    Skills
    3 Gambling 12-
    3 Acting 12-
    3 Shadowing 12-
    3 Stealth 14-
    3 Survival 12-
    10 +2 with HTH Combat

    Total Powers & Skill Cost: 256
    Total Cost: 385

    200+ Disadvantages
    15 Psychological Limitation: Code of Honor (Common; Strong)
    10 Unluck: 2d6
    15 Psychological Limitation: Bad Temper (Common; Strong)
    10 Hunted: 8- (Mo Pow; NCI; Watching)
    10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    5 Dependence: Takes 1d6 Damage Sunlight (Common; 6 Hours)
    10 Vulnerability: 1 ½ x STUN Light (Common)
    10 Vulnerability: 1 ½ x STUN Light (Common)
    5 Physical Limitation: Larger (Infrequently; Slightly Impairing)
    95 Experience Points

    Total Disadvantage Points: 385
    Earned Experience: 0
    Spent Experience: 95
    Unspent Experience: 0

    Background/History:
    William Raintree grew up in Los Angeles, but his life was never angelic. Constantly sick, he missed a lot of school. Eventually due to the embarrassment of being behind, he dropped out. Always a big person, he wandered the streets and slowly his health improved, until it looked like his skin was a glowing red. He joined a gang, but when the gang leader turned on him, calling him a freak, he darkened the area and fled.

    Back on the streets, he ran across a film crew condemning the bad lighting. So Billy went to the director, dimmed the area, and asked if that was better. By the end of the day, he had a steady job on the film crew as a special lighting expert and worker moving heavy equipment. Billy wanted to do stunt work until someone suggested SuperTemps. After a battery of test, he found out about his light blast ability. Right now he is setting up a new defense squad in San Diego.

    Personality/Motivation:
    Basically he's a normal with super powers. He treats this like a job. But he also a code of honour like not attacking first and never from behind.

    Quote:

    Powers/Tactics:
    Luminar can control light. He can raise or lower the light level, cause a bright flash of light, remove light from around a person's eyes, and to focus light into a tight beam. A side effect is he absorbs light and it makes him stronger and tougher.

    Campaign Use:
    He still knows people in the film industry and stunt industry.

    Appearance:
    North American Indian 249 cm and 145 kg. He has long straight black hair and brown eyes. In the sun his skin glows red. His costume looks like an athletic tack and field uniform.

     

    To power down - Reduce extra Str to +10, reduce the the EC to 40 AP and the MP to 50 AP.

    To power up- Make extra Str +27, add nigh vision, Double the radii in the Images and Darkness and raise the EB to 12d6

     

     

     

  16. She's a goddess!

     

    Quote

    2023 Hero Super Temps 12 Kalkin

    Val Char Cost Roll Notes
    9 STR -1 11- Lift 87.1kg; 1 ½d6
    15 DEX 15 12- OCV: 5/DCV: 5
    15 CON 10 12-
    12 BODY 4 11-
    25 INT 15 14- PER Roll 14-
    26 EGO 32 14- ECV: 9
    15 PRE 5 12- PRE Attack: 3d6
    22 COM 6 13-

    8 PD 6 Total: 8 PD (8 rPD)
    8 ED 5 Total: 8 ED (8 rED)
    4 SPD 15 Phases: 3, 6, 9, 12
    5 REC 0
    30 END 0
    25 STUN 0 Total Characteristic Cost: 112

    Movement: Running: 6"/12"
    Flight: 5"/10"
    Leaping: 1"/2"
    Swimming: 2"/4"

    Cost Powers END
    5 Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

    48 Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)
    18 Mental Illusions 8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to confuse target; -1), Linked (Desolidification; -½), Only In Heroic Identity (-¼) 2
    8 Flight 5", Reduced Endurance (0 END; +½) (15 Active Points); Linked (Desolidification; -½), Only In Heroic Identity (-¼)

    15 Mental Defense (20 points total)

    18 Elemental Control, 62-point powers, (31 Active Points); all slots Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼)
    18 1) Mind Scan 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
    18 2) Mind Control 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
    18 3) Mental Illusions 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
    18 4) Telepathy 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
    23 Clairsentience (Mental Group), Discriminatory, Telescopic: +20, Reduced Endurance (0 END; +½) (52 Active Points); Limited Power Power loses about half of its effectiveness (Only to link to computer; -1), Only In Heroic Identity (-¼)

    Perks
    21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    7 Money: Wealthy

    Talents
    3 Perfect Pitch
    3 Lightning Calculator
    27 Danger Sense (self only, out of combat, Discriminatory, Function as a Sense) 14-

    Skills
    3 CK: Houston 14-
    3 CK: Delhi 14-
    3 AK: India 14-
    1 Language: Hindi (imitate dialects; literate) (6 Active Points)
    4 Language: English (completely fluent; literate)
    3 Science Skill: Astronomy 14-
    4 Science Skill: Math 15-
    9 Computer Programming 17-
    3 Conversation 12-
    7 Electronics 16-

    Total Powers & Skill Cost: 308
    Total Cost: 420

    200+ Disadvantages
    20 Psychological Limitation: Goddess Delusion (Common; Total)
    10 Hunted: 8- (Mo Pow; NCI; Watching)
    15 Psychological Limitation: Honest (Common; Strong)
    15 Social Limitation: Secret ID (Frequently; Major)
    20 Psychological Limitation: Code vs Kill (Common; Total)
    140 Experience Points

    Total Disadvantage Points: 420
    Earned Experience: 0
    Spent Experience: 140
    Unspent Experience: 0

    Background/History:
    Bhanu Srinivasthari was born to liberal parent near Delhi. From a young age she loved the old scriptures and the great stories, like Rama, Vishnu and especially Krishna. But she was still placed in an arranged marriage. But her stress and trepidation at the ceremony caused her latent mutation manifested and she physically changed into a beautiful "Goddess" that called herself Kalkin. She slowly rose up to the roof and through the ceiling. Needless to say the wedding was called off and Bhanu moved with her parents to Delhi. There she went finished school especially in Math and proceeded to go to University. While studying for exams, she wished she could change into Kalkin, and she did. After wandering town, she tried to change back into Bhanu. (PS she still passed the exam). She used the fact that she was a "Goddess" to try to get bad people to change their ways, and it worked, but too much attention was coming on to her. So she moved, to California.

    There she studied Computer Science and graduated magna cum laude. While practicing her new form, she discovered a new ability, she can interface with computers. She can enter them, read the memories, change the programming. So she went into business as a computer consultant. Soon she was getting all the work she wanted, but she wanted to help people, so she signed up with SuperTemps, Currently she works in Houston in the Guardian Division.

    Personality/Motivation:
    Help others. She has powers, they come with a responsibility!

    Quote:

    Powers/Tactics:
    In her normal form Bhanu is very beautiful, but as Kalkin she is breath taking. She can fly (slowly) and become desolid. Her greatest ability is the ability to interface with computers. She can control them, read their memory, generate false images, even reprogram them. She cannot use her powers on humans, but she can confuse them with forced images.

    Campaign Use:
    If there is any campaign where getting into computers and getting their information, then Kalkin will be in the middle of it. Also any villains prone to using robots and drones will find her a nemesis!

    Appearance:
    Indian female 162 cm tall and 41 kg she has long black hair and brown eyes. She dresses in traditional Hindu clothing like saris. In Kalkin form her features become more regal and her clothing become more luxurious.

     

    She's obviously not a combat monster so powering her down would not do much. If you insist, the reduce SPD to 3 and get rid of the confuse touch. If you want to go further make all the abilities at 40 AP, so 8d6.

    Powering her up - make her Computer Touch also work on humans. This would make her much more combat capable!

     

     

     

  17. He's Shiny

     

    Quote

    2023 Hero Super Temps 11 Kid Chrome

     

        Val    Char    Cost    Roll    Notes

        65+5    STR    55    22- / 23-    Lift 204.8tons/409.6tons; 13d6/14d6 [6]

        18    DEX    24    13-    OCV:  6/DCV:  6

        25    CON    30    14-

        10    BODY    0    11-

        13    INT    3    12-    PER Roll 12-

        15    EGO    10    12-    ECV:  5

        15    PRE    5    12-    PRE Attack:  3d6

        18    COM    4    13-

     

        25+11    PD    12        Total:  25/36 PD (25/36 rPD)

        25+1    ED    20        Total:  25/26 ED (25/26 rED)

        4    SPD    12        Phases:  3, 6, 9, 12

        18    REC    0

        50    END    0

        56    STUN    0    Total Characteristic Cost:  175

     

    Movement:    Running:    6"/12"

        Leaping:    13"/26"

        Swimming:    2"/4"

     

    Cost    Powers    END

         

    11    Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)

         

    26    Damage Resistance (26 PD/26 ED)

         

    17    Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)

         

    7    Armor (10 PD/0 ED) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Metal; -1)

     

        Perks

    1    Reputation (A small to medium sized group) 8-, +1/+1d6

    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Skills

    3    CK: Atlanta 12-

    3    Conversation 12-

    3    Paramedics 12-

    3    Streetwise 12-

    3    Tactics 12-

    10    +2 with HTH Combat

     

    Total Powers & Skill Cost:  108

    Total Cost:  283

     

    200+    Disadvantages

    15    Psychological Limitation:  Code of Honour (Common; Strong)

    10    Hunted:  8- (Mo Pow; NCI; Watching)

    5    Hunted:  gangs 8- (Less Pow; Harshly Punish)

    15    Physical Limitation:  Teenager (All the Time; Slightly Impairing)

    10    Dependence:  -30 Active Points from Affected Power Ingest Metals (Very Common; 6 Hours)

    28    Experience Points

     

    Total Disadvantage Points:  283

    Earned Experience:  0

    Spent Experience:  28

    Unspent Experience:  0

     

    Background/History:  

    Stan Andrews grew up the son of a minister.  Though he got into the occasional trouble, he was a solid, dependable, and therefore popular, young man.  One night he witnessed a drug deal, and one member decided to shoot him.  But as the bullet hit his chest, Stan's body became metal.  The next six rounds bounced off.  The person tried to escape by car, but Stan ripped the door off.  He then carted the man to the police.  Unsure of his next move, Stan consulted his father.  His father suggested that these might be a gift from God, and he should use them to help others.  So he joined SuperTemps on condition that he be allowed to finish his education.  They placed him in a Guardian Squad that needed a brick and had an accredited teacher.  

     

    Unfortunately he found out members were on the take.  When he reported this to ST headquarters, they asked him to stay on undercover.  Eventually it came to light that members of the squad were taking payments from Organized Crime to look the other way.  ST public relations department spun him as a straight arrow teen, and he gained a following.  Now in a Defense Squad, he hopes to finish his High School, then .....

     

    Personality/Motivation:  

    Stan is so clean he squeaks.  But he is a genuine nice guy.  He is also a devout Baptist, but is very tolerant of others, except drug dealers!

     

    Quote:  

     

    Powers/Tactics:  

    Kid Chrome is a Brick.  He'll find the toughest opponent and get their attention.  His body is very durable, and it takes a lot to hurt him.

     

    Campaign Use:  

    Need a Brick on your team.  Also he travels the country to go to schools.  He also has a price on his head from organized crime.

     

    Appearance:  

    Caucasian(?) male.  191 cm and 170 kg.  His hair is silver cut in a flat top style, and his eyes are silver (go figure).  He wears what looks like black wrestling tights.

     

     

    To power down- reduce strength to 50 and PD and ED to 20 each

    To power up- Strength to 80, PD and ED to 30 each, some running and a bunch more skills, and change the HTH to all combat

     

     

     

  18. High flyer

     

     

    Quote

    2023 Hero Super Temps 10c Heavy Nova

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        23    DEX    39    14-    OCV:  8/DCV:  8
        18    CON    16    13-
        12    BODY    4    11-
        13    INT    3    12-    PER Roll 12-
        11    EGO    2    11-    ECV:  4
        15    PRE    5    12-    PRE Attack:  3d6
        22    COM    6    13-

        8+20    PD    6        Total:  8/28 PD (8/28 rPD)
        8+20    ED    4        Total:  8/28 ED (8/28 rED)
        5    SPD    17        Phases:  3, 5, 8, 10, 12
        6    REC    0
        36    END    0
        26    STUN    0    Total Characteristic Cost:  102

    Movement:    Running:    6"/12"
        Flight:    20"/160"
        Leaping:    2"/4"
        Swimming:    2"/4"

     

    Cost    Powers    END
    6    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2)
         
         
    25    Elemental Control, 50-point powers
    25    1)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points)    2
    37    2)  Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points)    2
         
    75    Multipower, 75-point reserve
    7u    1)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points)    3
    6u    2)  Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Selective (+¼) (62 Active Points)    6

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Talents
    3    Perfect Pitch

     

        Skills
    3    Acrobatics 14-
    3    Acting 12-
    3    Breakfall 14-
    3    Oratory 12-
    3    High Society 12-
    3    Seduction 12-
    3    Stealth 14-
    10    +2 with Ranged Combat

    Total Powers & Skill Cost:  236


    Total Cost:  338

    200+    Disadvantages
    15    Psychological Limitation:  hero code (Common; Strong)
    10    Dependent NPC:  8- (Normal)
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    20    Psychological Limitation:  overconfident (Common; Total)
    15    Social Limitation:  secret id (Frequently; Major)
    66    Experience Points

    Total Disadvantage Points:  338
    Earned Experience:  0
    Spent Experience:  66
    Unspent Experience:  0

     

    Background/History:  
    See Harold.

     

    Personality/Motivation:  
    Brash, overconfident, glory hound.  But he is firmly on the side of the angels.

     

    Quote:  

     

    Powers/Tactics:  
    Get up high and strike from above.  Occasionally he'll use the flash, but her prefers his light blast.

     

    Campaign Use:  
    See Harold.

     

    Appearance:  
    Caucasian   cm and    kg.  He has short blond hair and blue eyes.  He wears a one piece body suit of white, that includes a mask that leaves his jaw and hair free.  Over this he wears a long red cloak!

     

     

    To power down- Reduce EB to 10d6, Flight to base, eliminate the Ranged Skill Levels

    To power up- 25/25 Force Field. Add a single target flash and an explosive EB.

     

     

  19. Brick form

     

    Quote

    2023 Hero Super Temps 10b Blockbuster

        Val    Char    Cost    Roll    Notes
        60+5    STR    50    21- / 22-    Lift 102.4tons/204.8tons; 12d6/13d6 [6]
        18    DEX    24    13-    OCV:  6/DCV:  6
        25    CON    30    14-
        12    BODY    4    11-
        13    INT    3    12-    PER Roll 12-
        11    EGO    2    11-    ECV:  4
        15    PRE    5    12-    PRE Attack:  3d6
        10    COM    0    11-

        25+1    PD    13        Total:  25/26 PD (25 rPD)
        25+1    ED    20        Total:  25/26 ED (25 rED)
        4    SPD    12        Phases:  3, 6, 9, 12
        17    REC    0
        50    END    0
        55    STUN    0    Total Characteristic Cost:  163

    Movement:    Running:    9"/18"
        Leaping:    12"/24"
        Swimming:    2"/4"

     

    Cost    Powers    END
    6    Running +3" (9" total)    1
    11    Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)
    17    Naked Advantage: Reduced Endurance (½ END; +¼) for up to 70 Active Points (17 Active Points)
    25    Damage Resistance (25 PD/25 ED)

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Skills
    10    +2 with HTH Combat
    3    Paramedics 12-
    2    TF:  Common Motorized Ground Vehicles
    1    Language:  English (imitate dialects; literate) (6 Active Points)
    3    Language:  French (fluent conversation; literate)
    3    Mechanics 12-
    3    Teamwork 13-
    3    Tactics 12-

     

    Total Powers & Skill Cost:  108


    Total Cost:  271

     

    200+    Disadvantages
    15    Psychological Limitation:  bad temp (Common; Strong)
    15    Psychological Limitation:  hero code (Common; Strong)
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    5    Hunted:  gangs 8- (Less Pow; Harshly Punish)
    20    Psychological Limitation:  overconfid (Common; Total)
    15    Social Limitation:  secret id (Frequently; Major)
    10    Dependent NPC:  8- (Normal)
    15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    Total Disadvantage Points:  271
    Earned Experience:  0
    Spent Experience:  0
    Unspent Experience:  0

     

    Background/History:  
    See Harold Potter.

     

    Personality/Motivation:  
    Take a southern good ole boy and give him superpowers.

     

    Quote:  

     

    Powers/Tactics:  
    He likes to go toe to toe with the biggest opponent.  As well he try to protect any innocents.

     

    Campaign Use:  
    See Harold.

     

    Appearance:  
    Caucasian(?) male, 210 cm, 145 kg. Bald, gray pupils (no whites).  He wears jeans, heavy boots and a leather vest!

     

     

    To power down- reduce Str to 50 (55 w/DI) and remove HTH skills

    To power up- raise Str to 65 (70 w/DI) add +6" Run, Superleap, PD/ED 30 each.

     

     

     

  20. The base form....

     

    Quote

    2023 Hero Super Temps 10a Harold

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        18    DEX    24    13-    OCV:  6/DCV:  6
        15    CON    10    12-
        10    BODY    0    11-
        15    INT    5    12-    PER Roll 12-
        14    EGO    8    12-    ECV:  5
        13    PRE    3    12-    PRE Attack:  2 ½d6
        13    COM    2    12-

        8    PD    6        Total:  8 PD (0 rPD)
        8    ED    5        Total:  8 ED (0 rED)
        3    SPD    2        Phases:  4, 8, 12
        5    REC    0
        30    END    0
        23    STUN    0    Total Characteristic Cost:  65

     

    Movement:    Running:    6"/12"
        Leaping:    2"/4"
        Swimming:    2"/4"

     

    Cost    Powers    END
    77    Multiform (338 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms)

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    6    Money:  Wealthy

     

        Skills
    5    +1 with HTH Combat
    3    Bureaucratics 12-
    3    Computer Programming 12-
    3    Criminology 12-
    3    Paramedics 12-
    3    Lockpicking 13-
    3    Trading 12-
    3    Stealth 13-
    3    Shadowing 12-
    3    Streetwise 12-
    3    KS: Comics 12-
    3    KS: Movies 12-

    Total Powers & Skill Cost:  143
    Total Cost:  207

     

    200+    Disadvantages
    10    Dependent NPC:  8- (Normal)
    10    Hunted:  8- (Mo Pow; NCI; Watching)

    Total Disadvantage Points:  207
    Earned Experience:  0
    Spent Experience:  0
    Unspent Experience:  0

     

    Background/History:  
    Harold Potter always wanted to be a Superhero.  But with no powers he settled for next best thing, a policeman.  Despite his lack of physicality, he managed to graduate.  But he was badly injured in his first year, and with the large settlement he received, he set up a PI firm.  But business was slow, until Chloe Vanderlan hired him to find her ex-husband.  It took a LONG time, and in the course of the investigation, he fell for Chloe.  And after his business slowed down again.  

    Then events happened when he was sleeping, where he dreamed he was at the site.  So he called Chloe to test his clairvoyance ability.  But it was even stranger.  Harold was a metamorph and had a second form, a Cajun strongman called Blockbuster.  Then he found he had a third form called Heavy Nova.  And he found neither had much difficulty with... collateral damage.  Seeing law suits in his future, he joined SuperTemps as a resident detective and trouble shooter.  Both were placed in the Guardian Division. 

    Personality/Motivation:  
    Harold is the base form.  He can force either of the other two to shift to him when he wants to.  On the whole Harold is optimistic, upbeat and positive.  He has a cool girlfriend, a decent business and he can be a superhero. 

     

    Quote:  

     

    Powers/Tactics:  
    None other than to become either a strongman brick or a high flying blaster.  If it looks like trouble will be occurring, he change form.  Which one will be based on the situation and need.  

     

    Campaign Use:  
    Harold has decent skills and has specialized in metahuman cases.  

     

    Appearance:  
    Caucasian Male 175 cm and 77 kg.  He has short brown hair and brown eyes.

     

     

    Basically a normal with no powers.

    To power down- Are you serious?

    To power up- some more skills like deduction, some forensic science. A costume for the Dam Resist. Don't do too much as he is the normal everyman!

     

     

     

  21. The darker side of a legacy

     

    Quote

    2023 Hero Super Temps 9 New Javelin

        Val    Char    Cost    Roll    Notes
        10    STR    0    11-    Lift 100.0kg; 2d6
        21    DEX    33    13-    OCV:  7/DCV:  7
        18    CON    16    13-
        12    BODY    4    11-
        18    INT    8    13-    PER Roll 16-
        13    EGO    6    12-    ECV:  4
        15    PRE    5    12-    PRE Attack:  3d6
        18    COM    4    13-

        11+10    PD    9        Total:  11/21 PD (0/10 rPD)
        11+20    ED    7        Total:  11/31 ED (0/20 rED)
        5    SPD    19        Phases:  3, 5, 8, 10, 12
        6    REC    0
        36    END    0
        26    STUN    0    Total Characteristic Cost:  111

    Movement:    Running:    6"/12"
        Flight:    20"/40"
        Leaping:    2"/4"
        Swimming:    2"/4"

    Cost    Powers    END
    9    +3 PER with all Sense Groups
         
    48    Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)
         
    41    Multipower, 62-point reserve,  (62 Active Points); all slots OIF (-½)
    4u    1)  Javelins:  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)    2
    3u    2)  Energy Rings:  Entangle 6d6, 3 DEF (45 Active Points); OIF (-½)    4
         
    30    Armor (10 PD/20 ED) (45 Active Points); OIF (-½)
         
    33    Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)    2
         
    15    Healing Module:  Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), OIF (-½)
         
    25    HUD:  Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (37 Active Points); OIF (-½)

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

        Talents
    5    Eidetic Memory
    3    Lightning Calculator

        Skills
    3    Computer Programming 13-
    3    Electronics 13-
    3    CK: NY 13-
    1    Language:  English (imitate dialects; literate) (6 Active Points)
    4    Language:  Spanish (completely fluent; literate)
    3    Oratory 12-
    3    Paramedics 13-
    4    Science Skill:  Phys 14-
    4    Science Skill:  math 14-
    3    Shadowing 13-
    3    Stealth 13-
    3    Systems Operation 13-
    5    +1 with HTH Combat
    10    +2 with Ranged Combat

    Total Powers & Skill Cost:  289
    Total Cost:  400

    200+    Disadvantages
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    25    Psychological Limitation:  overconfident (Very Common; Total)
    20    Psychological Limitation:  legacy (Common; Total)
    10    Physical Limitation:  Recovering Alcoholic (Frequently; Slightly Impairing)
    15    Social Limitation:  secret id (Frequently; Major)
    5    Vulnerability:  1 ½ x STUN sonics (Uncommon)
    5    Vulnerability:  1 ½ x Effect sonics (Uncommon)
    110    Experience Points

    Total Disadvantage Points:  400
    Earned Experience:  0
    Spent Experience:  110
    Unspent Experience:  0

    Background/History:  
    Sometimes being a legacy has its downsides.  So it was for Barbara Espanoza, whose father was the original Javelin.  But Barbara had two deficiencies, she had no powers and she was a girl. What she did have was great intelligence and a knack for technology.  But still, her father could not hide his disappointment.  Even after getting degrees in Computer Science and Engineering, she still didn't measure up.  Then her father died on television trying to save laves from a blood thirsty villain.  After the city mourned, Barbara turned the sizable inheritance into a private lab, and proceeded to develop the gear she would need.  She then debuted as Javelin.  But the stress got to her and she developed a drinking problem.  So she joined SuperTemps as a way to regain some control.  Since then she was placed in Apparition's squad and after some careful coaxing, the grief and anger spilled out.  Apparition is keeping her on her team to help her sort through her problems, and she has been getting help for her drinking.  Things are looking more positive.

     

    Personality/Motivation:  
    A legacy hero tied with a neglectful father figure.  She has issues!

     

    Quote:  

     

    Powers/Tactics:  
    Javelin is a ranged combatant.  She uses her flight to stay away from the opposition, and will either hit them with the Energy Rings (Entangle) or the Javelins (EB).  In addition she has a self heal device in case she is injured, and a sophisticated HUD.

     

    Campaign Use:  
    If your campaign has other legacy type characters, they may know each other.  She is also a talented scientist, and could be tagged for some interesting gadgets.  Also the villain responsible for killing her father is still out there.

     

    Appearance:  
    Hispanic female, 163 cm, 50 kg with long brown hair and brown eyes.  Her suit is metallic silver with a gold one-piece swimsuit effect. Her chest are has a black lightning bolt symbol.  Her gloves are very high tech and black.  Also she has a head covering that leaves her hair free, but large goggles that hold her HUD units!

     

    Story hooks galore with this one.

    To power down- Get rid of the Gadget Pool

    To power up- Increase to EB to 12d6 and the Entangle to 7d6. Make flight 25". Change the HTH level to All Combat.

     

     

  22. She's a <bleep> disturber

     

    Quote

    2023 Hero Super Temps 8 FTL

        Val    Char    Cost    Roll    Notes
        30    STR    20    15-    Lift 1600.0kg; 6d6 [3]
        20    DEX    30    13-    OCV:  7/DCV:  7
        20    CON    20    13-
        12    BODY    4    11-
        10    INT    0    11-    PER Roll 11-/14-
        11    EGO    2    11-    ECV:  4
        15    PRE    5    12-    PRE Attack:  3d6
        18    COM    4    13-

        8+15    PD    2        Total:  8/23 PD (8/23 rPD)
        8+15    ED    4        Total:  8/23 ED (8/23 rED)
        5    SPD    20        Phases:  3, 5, 8, 10, 12
        10    REC    0
        40    END    0
        37    STUN    0    Total Characteristic Cost:  111

    Movement:    Running:    6"/12"
        Flight:    25"/50"
        Leaping:    6"/12"
        Swimming:    2"/4"

    Cost    Powers    END
    6    +3 PER with Hearing Group
    15    Nightvision, Discriminatory, Analyze
    10    +10 versus Range Modifier for Normal Sight and Nightvision
    4    Life Support  (Safe in Intense Cold; Safe in Low Pressure/Vacuum)
    8    Damage Resistance (8 PD/8 ED)
    36    Armor (15 PD/15 ED) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only when in flight; -¼)
         
    50    Flight:  Multipower, 50-point reserve
    5u    1)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points)    2
    1u    2)  Flight 5", 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 1 km; +¼) (12 Active Points); Costs Endurance (-½)    1

     

        Perks
    5    Money:  Well Off
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-

     

        Talents
    3    Bump Of Direction
    3    Lightsleep

     

        Skills
    3    Lipreading 11-
    7    Navigation 13-
    5    Stealth 14-
    3    Traveler
    5    1)  AK: usa (6 Active Points) 14-
    4    2)  CK: chicago (5 Active Points) 13-
    4    3)  CK: los ang (5 Active Points) 13-
    4    4)  CK: ny (5 Active Points) 13-
    10    +2 with DCV

     

    Total Powers & Skill Cost:  212
    Total Cost:  323

     

    200+    Disadvantages
    25    Psychological Limitation:  curious (Very Common; Total)
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    10    Reputation: , 11-
    15    Social Limitation:  secret id (Frequently; Major)
    15    Psychological Limitation:  honest (Common; Strong)
    10     2d6 Unluck
    48    Experience Points

    Total Disadvantage Points:  323


    Earned Experience:  0
    Spent Experience:  48
    Unspent Experience:  0

     

    Background/History:  
    Florence Lindham was INTENSLY curious.  She never acted on this, but she just wanted to know what is going on.  She got very creative about it, but even so she got into trouble for hearing things she was not supposed to know.  But among her close friends she is known as the confident who never blabs.  One day she heard that a local company was hiring secretaries, so she applied and got the job.  But on night as she was leaving, she saw some men go into the VPs office.  Her curiosity got hold of her and she listened in and discovered they were setting up a hit against a rival company.  In her haste to leave she revealed her presence.  One member chased her.  In desperation she jumped off the railing in the stairwell and fell UP.  But her pursuer could fly as well so eventually when she reached the top and open sky, she wished she could go FAST.  In a whoosh of movement, she left her pursuer behind, and when she calmed down, she was in another state.  She phoned in a tip from a pay phone and managed to fly home unobserved.  

    Soon she was testing he powers and found out about her extra strength, super eyesight and durability.  She registered with SuperTemps soon after and she became one of their resident couriers.  

     

    Personality/Motivation:  
    Upbeat and honest.  Also an intense curiosity (it'll get her into trouble one day).

     

    Quote:  

     

    Powers/Tactics:  
    FTL can fly.  At normal speed she can hit 60 kph (120 kph out of combat).  But she can really go into overdrive if she wants.  The difficulty is she can only do it once per day no mater what distance she covers.  In addition her strength, durability, eyesight and ability to endure cold and low pressure are all enhanced.  

    FTL hates fighting.  She'll try to fly away if possible, and will dodge and weave if she has to.  IF backed into a corner, she'll just let loose with a flurry of punches and kicks.

     

    Campaign Use:  
    Want to get heroes involved in an adventure?
    1) FTL has a package and people are chasing her to get it.  What is it and who wants it?
    2) FTL heard something she shouldn't have.  Can the heroes help?

     

    Appearance:  
    Caucasian female 173 cm and 66 kg with shoulder length reddish brown hair and green eyes.  Her costume is a simple dress with a leather jacket over it.  She wears a simple domino mask over her eyes!


     

     

    To power down-  reduce vision to +6, Armour to 10/10, Strength to 30, and Get rid of DCV levels

     

    To Power up-  Str to 35, flight to 25 with a X4 NCM.  She isn't really a fighter, but a Move-by with those stats would be good, and her tackling someone will hurt even a brick.

     

     

     

  23. On 9/27/2023 at 5:25 AM, Lord Liaden said:

    Personally, I agree that the prominence of nonhumans could and should be raised in this world. I always disliked that the population figures in the "gazeteers" for Greyhawk invariably quote numbers for humans first, even in the lands ruled by other races. Often the populations of "demihumans" are just noted as "few," "some," or "many." One trick I suggest, for lands which do list sizeable numbers of demihumans, is to reverse the population numbers for them and for humans, so the nonhumans are clearly the majority.

     

     

    Just as an aside, IF you were to do this trick in Greyhawk, which countries would you do this too?

     

    Also you mentioned many of the forest and hill and mountains that have sizable demihumans.  Which are MOST likely to have their own government?

     

    Finally, as we know, the human cultures all have different pantheons.  Should the demihumans get the same treatment?  (Should the dwarves of the Hellfurnaces Mtns have the same gods that are worshipped in those viking analog lands all the way to the east?)

     

  24.  

    He's a big shot

     

    Quote

    2023 Hero Super Temps 7 Deacon Blue

        Val    Char    Cost    Roll    Notes
        45+25    STR    35    18- / 23-    Lift 12.8tons/409.6tons; 9d6/14d6 [4/6]
        20    DEX    30    13-    OCV:  7/DCV:  7
        25    CON    30    14-
        11+5    BODY    2    11- / 12-
        15    INT    5    12-    PER Roll 12-
        13    EGO    6    12-    ECV:  4
        25    PRE    15    14-    PRE Attack:  5d6
        20    COM    5    13-

        30    PD    21        Total:  30 PD (30 rPD)
        30    ED    25        Total:  30 ED (30 rED)
        4    SPD    10        Phases:  3, 6, 9, 12
        14    REC    0
        50    END    0
        47+5    STUN    0    Total Characteristic Cost:  184

    Movement:    Running:    16"/32"
        Leaping:    9"/18"
        Swimming:    2"/4"

    Cost    Powers    END
    30    Damage Resistance (30 PD/30 ED)
         
    37    Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 2,624 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½) (37 Active Points)
    17    Running +10" (16" total), Reduced Endurance (½ END; +¼) (25 Active Points); Linked (Growth; -½)    1
    17    Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)

     

        Perks
    21    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-
    2    Reputation (A small to medium sized group) 11-, +2/+2d6

     

        Talents
    3    Perfect Pitch

     

        Skills
    3    Acting 14-
    3    Climbing 13-
    3    Computer Programming 12-
    3    Conversation 14-
    3    High Society 14-
    3    KS: history 12-
    3    KS: law 12-
    3    Oratory 14-
    5    PS: politics 14-
    3    Riding 13-
    3    Science Skill:  ecology 12-
    4    Science Skill:  psychology 13-
    3    Stealth 13-
    3    Tactics 12-
    3    Teamwork 13-
    10    +2 with HTH Combat

     

    Total Powers & Skill Cost:  185
    Total Cost:  369

     

    200+    Disadvantages
    10    Dependent NPC:  8- (Normal)
    10    Hunted:  8- (Mo Pow; NCI; Watching)
    15    Psychological Limitation:  honest (Common; Strong)
    20    Psychological Limitation:  code vs killing (Common; Total)
    114    Experience Points

    Total Disadvantage Points:  369
    Earned Experience:  0
    Spent Experience:  114
    Unspent Experience:  0

     

    Background/History:  
    Joe Kazanski was working on his Masters in Political Science and getting ready to enter Law School.  He had finished the last pages of his thesis and was heading home when the tripped and his briefcase opened.   His main preoccupation was grabbing the ring for his girlfriend when it fell down a sewer grate.  In frustration he ripped off the grate and reached down to grab it before he realized he was taller and Much Stronger.  When he talked it over with his girlfriend,(after proposing to her) she propose that meta human law was a big subject and he could get on the ground floor.  So he joined SuperTemps.  They offered to help pay his law school, if he took a few cases for them occasionally.  He now has his Law License and heads up the Birmingham office.  Now only if his Fiancée can get him to stop moving long enough to pop the question.

     

    Personality/Motivation:  
    Leader.  Deacon Blues wants to be in charge.  Also he is politically ambitious.  How this will react with his duties as a hero remains to be seen.

     

    Quote:  

     

    Powers/Tactics:  
    Deacon takes point.  He is fairly durable and can go toe to toe with other bricks.

     

    Campaign Use:  
    A super and a lawyer.  If your super goes on trial, ST may send him to help the case.  Also he makes appearances and lectures about Metahuman Law.

     

    Appearance:  
    Caucasian 188 cm and 82 kg with black hair and blue eyes.  His costume is a one piece body suit blue with a black stripe along his left leg chest and arm.

     

    To power down- reduce Str to 35, PD/ED to 25 and eliminate the HTH skill

     

    To Power up- Dex to 23, Change HTH to all combat ,an extra 2 levels in growth and PD/ED to 35 each.

     

     

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